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Davon Allen

Gameplay Programmer
Unreal C++ I Unity C#

I build gameplay systems across Unreal Engine and Unity, with a focus on gameplay systems, multiplayer-safe architecture, and designer-facing tools.

My work spans live UEFN multiplayer islands, Unreal C++ prototypes, Unity production tooling, AR/VR installations, and educational game systems.

This portfolio highlights systems I owned from prototype through production, with notes on architecture, tradeoffs, debugging, and impact.

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Portfolio

Magical Block Adventure

Developer

Falling Block Battler Prototype - Unity / C# / AI


Falling block puzzle game with Single Player Story and Versus Modes where abilities shake up the traditional gameplay

  • Architected code with the help of claude and codex.

  • Built a working prototype in a few hours.

  • Put on itch.io for playtesting and feedback.

MECHA vs MAGICA

Technical Director, Gameplay, AI Programmer

PvPvE Multiplayer Combat Prototype - UEFN / Verse


1-week Fortnite game jam where I served as Technical Director and Lead Gameplay Engineer for a 10-person team.

  • Implemented a Verse event bus coordinating combat, scoring, UI, player lifecycle, enemy waves, and round-state flow

  • Built enemy behavior orchestration on top of Fortnite creature spawners: target selection, chase, ranged attacks, retreat, boss behavior, VFX/SFX triggers, and wave reset

  • Owned player join/leave/death handling, team-zone respawns, PvPvE scoring data, and spawn distribution patterns for a shippable island

FortNut2.0

Gameplay Engineer, Tools Programmer

Live Multiplayer Systems Overhaul — Unreal

Revived a legacy map to support designer-authored minigames
  • Rebuilt legacy island architecture into modular, dynamically composable game mode framework in UEFN (Verse)

  • Implemented server-authoritative voting and runtime modifier injection systems supporting 16-player sessions

  • Stabilized replication and round-state transitions under live player traffic (235M+ lifetime minutes)

The Pit of Legends

Gameplay Engineer, UI Programmer

Live PvP Bounty & Progression Systems — Unreal

Used by 50K+ players in a live Fortnite Creative environment.
  • Engineered multiplayer-safe customization, bounty, and vendor economy systems for launch-scale arena (84M+ lifetime minutes, 22K+ peak)

  • Implemented server-validated transactions and player calling card customization in Verse

  • Architected seasonal content pipeline without destabilizing live multiplayer state

Antithesis – Hybrid Board Game and Deck Editor

Technical Director / Systems Engineer

Hybrid Strategy System & Tooling Architecture — Unity

Hybrid TableTop Game with Minitures and Deckbuilding Demoed at Gencon 2024
  • Architected data-driven deck editor in Unity with schema-validated JSON pipelines and AWS S3 asset delivery

  • Built 25-request throttled batching system to prevent WebGL request saturation

  • Reduced 500-card content production from ~1 week to 15 minutes via automated CSV to JSON to Publisher pipeline

My Reading & Math Academy

Software Engineer, Gameplay

Educational Game Frameworks — Unity

Built engaging math and reading games for Pre-K - 2nd Grade
  • Built reusable gameplay template framework enabling 60+ interactive books to ship in 9 months

  • Introduced Unity Addressables, reducing bundle sizes from ~20MB to 5–9MB and stabilizing iPad 2 memory crashes

  • Reduced book production time from ~60 minutes to ~5–12 minutes via custom CSV to JSON editor tooling

AR/VR & Interactive Systems

Unity Engineer, Systems Architect

AR/VR & Interactive Systems — Unity

Built immersive applications and games for real-world events and commercial clients.
  • Engineered 20+ AR/VR installations deployed at CES & NAIAS with 12-hour continuous runtime stability

  • Stabilized full-scale vehicle AR tracking using multi-marker Vuforia under variable lighting

  • Reduced draw calls by ~50% and sustained 90 FPS VR performance in high-visibility trade show environments

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